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发表于 2004-10-15 21:27 |只看该作者 |倒序浏览
|招呼Ta 关注Ta
<>这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>0 f! i+ k, E/ v8 @" }4 \) ^
<>首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>* w( Q7 v5 s  L' T
<>//---------------------------------------------------------------------------</P>
6 ?, v1 R) g+ L) K<>#include &lt;vcl.h&gt;
4 x& l+ N5 g# I* }% K' ^#include &lt;windows.h&gt;    // Header file for windows3 G0 S1 r- b% u4 |
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library0 ?3 V( t& u7 k, j" ]6 Q3 U
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library) C2 f7 f2 J! y  n3 [' e3 w" b
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
; @4 v4 a/ F8 ~) _9 `, j#pragma hdrstop</P>
' w4 V, I- R7 X7 s# H! ~<>//---------------------------------------------------------------------------
! q" Y- v- |: C) e#pragma argsused</P>
& U( D4 F1 I# H  Z: b6 @$ p; w<>HGLRC hRC = NULL;               // Permanent rendering context
6 Q% S# J& k% R2 |HDC hDC = NULL;                 // Private GDI device context
/ K/ k5 Z2 b% J" A3 DHWND hWnd = NULL;               // Holds our window handle+ L& q0 ~+ e, v5 {( s. n0 C
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>, e4 [0 D  Q0 h* ?5 t  l
<>bool keys[256];                 // Array used for the keyboard routine2 w6 P, ?( s0 ^6 U3 Q
bool active = true;             // Window active flag set to true by default
' g( ]! s4 [7 u$ sbool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>+ |4 S+ n. z6 N  a
<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>( K  G: V' t, d  {0 l5 U
<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window7 }* p1 N' s# E
{
0 N) c& M. m. E" |        if (height == 0)                        // Prevent a divide by zero by
! Z$ i0 x) E  e3 i: g; B1 ?$ P) ]: U        {7 \& e, z  A# r2 c0 {
                height = 1;                     // Making height equal One* n6 K2 X: R& R. O% r1 A
        }</P>$ ]9 W2 q6 I& k5 H8 ]
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>/ T5 T( s, K- t! s) j6 a
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix2 W( q; s' b) x. h% H2 H" v
glLoadIdentity();                       // Reset the projection matrix</P>! p7 T3 ?4 W' W
<> // Calculate the aspect ratio of the window" d3 o9 a* B8 s) O& Z6 t/ p& E! ?) q& _
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>9 }1 {7 A+ H* X+ z. ?
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix* ^# F% s2 Q8 k( X- S0 j
glLoadIdentity();                       // Reset the modelview matrix
! d2 a0 @. B" G) H2 T}</P>
$ C7 S: }: l- O- e& _<>int InitGL(GLvoid)      // All setup for OpenGL goes here& F0 r+ P( d1 |& `
{3 q3 [6 f1 r. a/ Z7 E9 h  _* I
glShadeModel(GL_SMOOTH);                // Enable smooth shading
2 m9 D* f) |! o- t: p glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background. L- ^' x& ?" n. q% k( f; [
glClearDepth(1.0f);                     // Depth buffer setup& o# b; K) D, h5 r
glEnable(GL_DEPTH_TEST);                // Enables depth testing7 E9 R0 G$ P& q! R( p
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
6 g* r4 o4 {7 a glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
+ W, g* T" z$ t! [: `& T return true;                            // Initialization went OK# u, T# V$ i0 h/ u# ^7 f
}</P>, o- ]# x, l( c6 E: d9 `! S0 u5 K
<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing
4 i, ^: }6 E5 |* v+ c! z! |{8 C6 J' f9 R$ Z4 M5 C
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer# y- a. S  H( p
glLoadIdentity();       // Reset the current modelview matrix
- w. h8 B0 T) G0 ^+ c        
6 P0 K6 Y! y) T5 Z% @5 N6 A return true;            // Everything went OK
9 U4 P0 M; t, h5 }}</P>$ i2 C; H' V, f' w" d/ k9 L2 g! V% @
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
0 W' B  W5 l/ v0 V) _2 Z& {& v{
" W3 H* a' E) K) @. D+ O7 [4 g if (fullscreen)         // Are we in fullscreen mode?7 G# c* W5 E# x6 @3 y+ p1 G
{
3 W3 U: o0 R) }# i4 V, M: P  P  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop
4 T5 b$ E& Q4 }, n3 G" a  ShowCursor(true);               // Show mouse pointer7 g" |8 ^  g2 B% F
}</P>
# _* `. P0 ]& d. D<> if (hRC)        // Do we have a rendering context?
: [! |1 s4 {4 U1 J4 ^( z {, r% d7 M- M  @: O+ M2 I3 X
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
7 `& c$ l( z5 M$ X  {
. u/ W& N( {2 c/ M+ ?   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
# `( b2 t: [: S0 O. P  }</P>
9 A8 a4 V" Q2 z<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?+ D# @2 \4 A" x3 Z
  {
! J# U$ ?  m2 j3 h; \% H1 h5 ?8 f   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
" H3 }' D3 m  M' |1 q" a  }
2 Y0 O. y1 t. u& u+ U8 k  hRC = NULL;             // Set RC to NULL
2 d) M$ n0 X8 U# K; v }</P>
! Q6 X* l( h5 Y7 y<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC5 G8 o2 Q+ h( |7 F* h$ @
{9 N3 `- s8 u1 z
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
2 d9 |$ G8 k7 G: t9 S. h' ^6 K  hDC = NULL;             // Set DC to NULL8 Q0 j1 X0 M  t  Y3 ~2 H
}</P>
* ]5 s( K8 p1 s, P3 s6 c) K; K<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
0 I6 d$ I+ Q% V) V* m* w$ D {
' o' q% U, f& \* J% n1 S6 m9 i) y) h  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  U& O4 ]) T4 f, `; j& t( A0 Q! h9 _9 n  hWnd = NULL;            // Set hWnd to NULL9 Z- C; X4 k! }$ w) n0 h
}</P>& c# d# h$ C+ ?7 N/ g0 B+ ^; _
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
( B' a4 @0 l' t* q) O3 a4 ~ {. W# s* Y' P9 B4 Y0 _6 m
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ v% b4 h5 G6 X" s
  hInstance = NULL;       // Set hInstance to NULL
: U( ]' K* _- U! r6 n7 U2 \ }
! I* W- F. I7 ]- [' C, c5 q}</P>
& _# I  c+ g$ k<>/* This Code Creates Our OpenGL Window.  Parameters Are:0 `* p: V( e& d/ k" O! O
* title   - Title To Appear At The Top Of The Window# d( `, k' H+ `9 E' t
* width   - Width Of The GL Window Or Fullscreen Mode( {. Q" Y4 C. S) {
* height   - Height Of The GL Window Or Fullscreen Mode
7 ^% H% u" v. M' R * bits   - Number Of Bits To Use For Color (8/16/24/32)0 x2 L% z2 @* q$ M1 E% R
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/; t8 {9 V% Z* p2 d  O

6 ^% L& {$ z! L4 b% `. Dbool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
) N0 M) J1 y7 G! q  k8 M! ~{
$ p! ?9 Q; I5 v3 v$ Z: U GLuint  PixelFormat;  // Holds the results after searching for a match( |3 \; K. p1 ^  [# W" i
WNDCLASS wc;          // Windows class structure
9 s& t! P4 P  x' U+ R DWORD  dwExStyle;              // Window extended style6 ]  o' t' }2 T  U# p
DWORD  dwStyle;                // Window style
2 ?" F) _9 A* k" a+ E RECT  WindowRect;             // Grabs rctangle upper left / lower right values
; M/ A/ o; H3 V. D WindowRect.left = (long)0;              // Set left value to 04 V& U) N" s6 s; n, J4 }7 ~
WindowRect.right = (long)width;  // Set right value to requested width. D3 f$ X& t# ?1 b
WindowRect.top = (long)0;               // Set top value to 0
  r1 R% @  A3 \ WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
8 a/ B* x' n7 J) l0 Q' t<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>7 g4 J/ |( W/ e8 Z1 k, x% L
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window) m) }, J7 \, p. f' D! }1 v
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window' ^1 X/ F* a2 x, a
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
, z' l' r9 I1 J8 H% B0 `+ x wc.cbClsExtra           = 0;     // No extra window data* r  V+ C% F7 \
wc.cbWndExtra           = 0;     // No extra window data9 n$ N& e& K' M) T- \; s2 S
wc.hInstance            = hInstance;    // Set the Instance
$ [$ x& |  C# P- G, w wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon5 |. l1 i6 ?( R( w
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer! ~- f) [8 n/ e6 T. t
wc.hbrBackground        = NULL;     // No background required for GL
5 I) b% g; w% S$ ? wc.lpszMenuName  = NULL;     // We don't want a menu% J! ^* F. f7 [3 z$ L: @
wc.lpszClassName = "OpenGL";    // Set the class name</P>6 Y% K# H2 a# x; m
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
  {9 C* W. Q* U: I {5 @: Q) A3 p! C2 [! X
  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
6 o/ k0 [- g) @( V' U& W1 L3 T<>  return false;   // Return false
2 x! H5 _6 d8 B9 J- v* t" n: Z }* u. X; W" z% r+ X3 H

. w: j+ {* Z9 i! S+ I# z3 I- a+ l. G& L if (fullscreen)         // Attempt fullscreen mode?/ c6 o' v- _" h+ P' m
{: D" b6 N1 I7 V' H
  DEVMODE dmScreenSettings;                                       // Device mode" s8 ~& K. ]6 B+ F) t/ ?5 ?1 i1 J
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared6 H2 F5 z+ Z7 ?% N& G7 W2 ~
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure. T: m# d0 e% V) V  _5 T" K6 [1 X
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width0 d1 C2 ?) y1 Z: A7 ?
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height$ c0 I" h8 k$ m) [$ C
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel% k; Q2 y; Y. }  {
  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
0 c2 c) X( r$ p$ q" y<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar./ V$ O, `% |# `* @2 M% v
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
6 p/ U$ Y% U8 ]2 b4 e+ \: P5 Q/ T' C. P  {
9 C4 F4 R9 a6 H! Q& K/ z   // If the mode fails, offer two options. Quit or use windowed mode.
4 l: m) e: U; l: q7 K: `/ t6 B   if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES)* Y* P) u0 g  E( b
   {& T' A; j1 I2 b1 b2 r8 c
    fullscreen = false;       // Windowed mode selected. Fullscreen = false- p6 l5 v; e$ V9 P! W6 y
   }
- h8 x/ O5 [+ Y5 V   else
' b/ f1 i3 a1 V* \- ?' t/ g   {' A: O/ ]) y' O$ [6 f' [5 P
    // Pop up a message box letting user know the program is closing.
+ j$ O5 Q# {, {7 `    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);: r& z; a6 C/ y& g$ N: D
    return false;           // Return false+ C" R% k! m7 Z2 |# }
   }
. G( M- p8 K( G9 C8 @  }
- |; u$ e* ^$ W- P; y7 F9 ~$ U }</P>% K: ~' f$ c8 i( V
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
$ U3 W* X  f; S$ ^, u; D/ f {' p, m5 D# f/ S, U8 k
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
/ b, A, t' B5 j0 s6 l  dwStyle = WS_POPUP;  // Windows style% N, w  f( |) y6 n% c3 H% o
  ShowCursor(false);  // Hide mouse pointer5 Q/ |( k+ E  m0 t. f1 [+ C8 t
}
0 g$ M& G2 r' e- |2 u. ]& C else5 X8 ~- P. h. m( O$ Y" _* j6 |/ \
{- l( [! o: h  d9 H: ?
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style
. o( J+ W& ^, [7 G. D  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style& p5 Y& K: ?& j; r/ l* I; m" q6 ]
}</P>
' G! W& d1 P) V<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>, _( a3 a1 K: ^5 E" _" q5 G4 V
<P> // Create the window$ [/ x6 H7 J1 @! Z* r" [5 h
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
8 h' D% w+ T! D) h3 C" ], _                "OpenGL",    // Class name. q! o$ @2 r  h# F$ [9 k8 m
  title,     // Window title
# X7 H. o8 @, A( z5 W  dwStyle |    // Defined window style6 t2 x) {. k1 G' L
  WS_CLIPSIBLINGS |   // Required window style
" R7 w4 k0 j" J0 k* W0 P, _1 e  WS_CLIPCHILDREN,   // Required window style
' K* c- Z1 T1 n7 h- N2 T4 T$ A  0, 0,     // Window position
9 \" `% _; A& a3 {  WindowRect.right-WindowRect.left, // Calculate window width
% D2 v1 S6 J- W) v8 H/ R2 \  WindowRect.bottom-WindowRect.top, // Calculate window height  U% ]( u' V6 a$ P+ ^
  NULL,     // No parent window5 L; y: m. [4 H3 P  W' [9 r# f
  NULL,     // No menu
+ R' F& z/ `- _/ X# |- Q  hInstance,    // Instance
- V2 q* [1 k8 F3 ^/ s; Y; L  NULL)))     // Dont pass anything to WM_CREATE
  e- P$ O& N; b9 J. G6 V {
; K: Z) W4 |# Q3 R  KillGLWindow();                         // Reset the display
4 R- @: D7 y% M6 y  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);# j+ g, Z3 v! z' r0 {
  return false;                           // Return false
% N& U: U/ V( Y, M* f }</P>
. x: p/ }6 f) @5 I<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
" G# A/ e/ c, C: f9 c {7 D) P3 Q" B9 M* a
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor+ t$ W  I; c# s
  1,     // Version number
3 B" H0 Z' v( x3 Y  PFD_DRAW_TO_WINDOW |   // Format must support window, u% f& Z$ V  i. V2 \
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
0 O6 T/ D0 n& I! `  PFD_DOUBLEBUFFER,   // Must support double buffering
9 v2 e/ [% m- s3 a  PFD_TYPE_RGBA,    // Request an RGBA format; B' j) X7 u: f2 y+ ^4 k; }
  bits,     // Select our color depth
5 J& {! y; P6 B: v$ ?: l, ~: u, i  0, 0, 0, 0, 0, 0,   // Color bits ignored
/ |5 e' r8 h9 \+ r  0,     // No alpha buffer! D& ~; v1 J8 o/ f
  0,     // Shift bit ignored+ I" E. c" U( V9 m% K
  0,     // No accumulation buffer3 I& m- K% U5 p* T* b9 y1 A2 Q1 Q
  0, 0, 0, 0,    // Accumulation bits ignored
, S' t" S! F; g: y( f. x  16,     // 16Bit Z-Buffer (Depth buffer)
' E. p* V  l) J  0,     // No stencil buffer
- _- c' Q8 R. b4 z* O4 u$ x  0,     // No auxiliary buffer2 O4 _& o3 c* w7 l' T, B7 O
  PFD_MAIN_PLANE,    // Main drawing layer* z7 \9 _. F3 u6 |/ K* _' o1 @7 T' G
  0,     // Reserved
9 R* K$ l' e5 k  ~% y1 E  0, 0, 0     // Layer masks ignored
" o' k; G7 \# L, f# E9 F8 R: W, L };6 a" a/ ?; C+ m* c4 Z7 v

8 m. [$ W7 f; P- z' `: L if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
' W0 W8 Z2 }% R. E" l& Y* a# r/ ? {: G+ _- t) i5 p7 B2 \
  KillGLWindow();         // Reset the display# h- @! x8 T; l. q, g( w5 m
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
1 }" t1 H9 ~7 I% r  return false;           // Return false6 C  |" P- e1 w- g
}</P>
) Z; q- M" D6 e$ s$ i<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?' x, j+ `1 D: @! W& l
{0 T- L) A; H- ~7 B
  KillGLWindow();         // Reset the display
: s! V3 P4 z$ z5 c0 U/ u  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);: P( K) N8 p3 i
  return false;           // Return false0 e9 S2 K" B+ z0 \
}</P>1 P# J  y- l* \' Y
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?
* K/ J$ o1 \1 Q {4 c, H9 q( p6 j3 g9 j8 |
  KillGLWindow();         // Reset the display. ?4 p3 t5 r+ `  w. G# P
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
% a4 f( N# z/ Z0 @5 \  return false;           // Return false# [! M" r2 K% r* H+ Z
}</P>' G5 c+ Y. L9 _" f: }- w. C; W4 H
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?! {. n4 o- |( {- Z
{4 N# g4 Z# ?/ r. X
  KillGLWindow();         // Reset the display: e- c  w  j$ ^# p6 L8 t! s
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);' ?" Y+ H$ W+ ^+ `2 q% \
  return false;           // Return false
- p- b! n+ B. O, L- U; ` }</P>5 L- P) J" T; t% \  y7 A3 N# W
<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
+ t( g2 P. L1 H! T: M" m0 T {
' \; ^+ a7 `) B" p' q4 N; o  KillGLWindow();         // Reset the display
' G! H6 _, o- |) \2 ^: m2 I  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);+ j6 ~) o/ f, O9 I7 {+ u8 G
  return false;           // Return false
! ?+ y- S4 g: P( e! ]6 C }</P>
: F# ]! W) j# T6 c& ?<P> ShowWindow(hWnd,SW_SHOW);       // Show the window# B3 y5 I# K* C# T- p% v
SetForegroundWindow(hWnd);      // Slightly higher priority
% F% h/ O, ^  L6 O/ D4 C$ x: N SetFocus(hWnd);                 // Sets keyboard focus to the window
" |( M2 X6 X3 ]: M, `1 T1 i. _* [4 V4 V ReSizeGLScene(width, height);   // Set up our perspective GL screen</P># `3 Q/ F3 {, O# g, w
<P> if (!InitGL())                  // Initialize our newly created GL window
" i! d$ M% P! B" ~, ` {
0 g4 t( J- R+ c3 x. L. ~7 S4 |  KillGLWindow();         // Reset the display8 k/ c% r# G% C! j
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
% {$ h: v$ {( p" e  return false;           // Return false
1 d% h' E: z  g. t" D8 A- h }</P>: Y8 }2 J/ p3 ^0 G* x) Z6 b
<P> return true;                    // Success
- s; B1 [; a6 D. C9 |$ `}</P>
) u, J$ S, u# F% N! j6 ]: r& n<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
- @" b7 O* u+ g/ H                        UINT uMsg,      // Message for this window
( r8 `6 R" J1 W& T4 R   WPARAM wParam,  // Additional message information; ]' V* x" I3 E
   LPARAM lParam)  // Additional message information
* q  D3 d  x) q# z; i% a{
1 C/ w1 d1 p, o' H# W switch (uMsg)                           // Check for windows messages
( ~% h$ e" {+ x' f" @ {
4 a, J; @' Q6 m4 _/ M* C  case WM_ACTIVATE:               // Watch for window activate message
4 l! _! a; }# V4 t- |. Y  {
# d8 w, Y7 j5 O' Y$ a7 m# D0 _) r   if (!HIWORD(wParam))    // Check minimization state
+ f0 N5 ^: t0 F8 l& S   {2 |5 b0 E3 k; ]- N6 r
    active = true;  // Program is active
* v0 B. @+ |- t4 z   }) d7 K5 ~0 e0 S
   else
6 p7 O/ i, J/ B   {$ C: L9 w5 k/ r$ @3 z8 c+ w$ |
    active = false; // Program is no longer active6 J9 e% m# e8 G( ^( [/ I
   }</P>
$ l, P! D$ w. V6 b<P>   return 0;               // Return to the message loop% [$ x+ O. j7 b
  }</P>
1 u# e3 h% e2 C, O% T<P>  case WM_SYSCOMMAND:             // Intercept system commands
/ J4 i7 o! _0 h( g  {: ^! U1 O. S+ Q( S1 K8 u/ C& W+ K
   switch (wParam)         // Check system calls! ^3 R- @5 N. w4 t
   {
3 _/ K, o- o7 n1 b+ ~9 T" _    case SC_SCREENSAVE:     // Screensaver trying to start?0 y: b6 d% Q& m# e
    case SC_MONITORPOWER: // Monitor trying to enter powersave?6 p2 f, \* x, j
    return 0;       // Prevent from happening
# m% K! w6 M) v   }
# [8 \" ^& k" ^* d5 E3 r   break;                  // Exit5 H: H  z+ G" t' m
  }</P>' p; D5 S/ k, ~3 b  r
<P>  case WM_CLOSE:                  // Did we receive a close message?1 x$ T. y& f5 _& D' O0 E. m% Y* c
  {* ^% y4 G  x& z3 [9 h
   PostQuitMessage(0);     // Send a quit message& p! A0 b8 V0 W# i. J
   return 0;               // Jump back
- N+ Q+ A4 g& J6 i" M) K" |' u$ y  }</P># d; r' F+ v! g- \, v
<P>  case WM_KEYDOWN:                // Is a key being held down?6 [6 T7 o+ B$ d9 b( Z
  {
1 ?- ]) i, ]% E2 P) f' m   keys[wParam] = true;    // If so, mark it as true
2 l0 R9 Z9 a. N& B# P. X: U   return 0;               // Jump back" z. J" P8 p8 j5 n
  }</P>6 g  w' l' c+ q; h* d; V
<P>  case WM_KEYUP:                  // Has a key been released?
$ @  y1 B- ]* ?  {9 b/ s( }0 U  l0 B6 O! z
   keys[wParam] = false;   // If so, mark it as false9 g3 Y* A: P' H5 m( L% f0 M$ q
   return 0;               // Jump back, |$ z% b  w7 q; Y: k1 a0 a+ r* y  ]
  }</P>4 b' ?  z& X+ O& O+ t! M8 l
<P>  case WM_SIZE:                   // Resize the OpenGL window
6 G: [" t8 l6 q. t2 y7 e2 C  {$ N" K$ f9 T. {3 ^
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height
7 r4 P. p# e9 j6 \8 k   return 0;               // Jump back& h; a3 e, f) g  h% H# w: j5 l
  }
4 P& j# e8 I- O: |. a& W$ y) r }</P>% i) D" l/ I7 ?) _
<P> // Pass all unhandled messages to DefWindowProc5 U* y  [+ a, R# Q- X6 m6 A' n
return DefWindowProc(hWnd,uMsg,wParam,lParam);" y2 B$ ^3 {: {4 G
}</P>, N7 I5 T, O" z4 H0 i  Z7 e8 C% l
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow); W; N- j8 V7 ?- C6 B, c9 `
{
8 |/ f1 K- T4 Z  ~1 S8 Y: s* E        MSG msg;                // Windows message structure
# L4 I/ d  P1 D6 h6 [/ L* b bool done = false;      // bool variable to exit loop</P>+ U" k7 ^( G, S8 n8 P7 S/ W
<P> // Ask the user which screen mode they prefer8 `/ t3 l( }* d
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)& L# {0 i- z# O% o9 E
{
& V* g6 {- i7 F" v' L% w: T' n' R  fullscreen = false;       // Windowed mode
9 [" U5 I1 b4 I9 b+ A/ z) _: ` }</P>  z; \! N5 _4 b3 `/ x; M
<P> // Create our OpenGL window0 z" _! d4 k& W) `! X
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
# k7 c) ]* N  E) _ {
6 y1 x: ]6 `3 @4 S( B9 A  return 0;               // Quit if window was not created7 G6 v- S) B& }. k% V5 o
}</P>
/ U% c$ J4 {9 L1 Z7 z( N<P> while(!done)                    // Loop that runs while done = false
- B) K+ c( b; n) L3 x {' c3 N0 j+ V+ ^1 s& B
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
, M! p% ]  B$ d) E  {: h3 d2 O) S: F- Q
   if (msg.message == WM_QUIT)             // Have we received a quit message?7 X+ w0 M0 Q8 t, g0 a& R3 Q5 q
   {
. z. u3 D: N# c: I6 a' B    done = true;                    // If so done = true
  t6 T/ Z0 u+ i9 r3 W4 V) j   }
# i3 H0 g- t, [5 b) b   else                                    // If not, deal with window messages; \* S( `* J0 n. x$ @+ \
   {
) _. E, q8 E( q    TranslateMessage(&amp;msg);         // Translate the message
- J! Q' L' w. N& _5 s5 y    DispatchMessage(&amp;msg);          // Dispatch the message
2 }) I1 H$ p! {) b! M   }' L# g' I% ]- F* c
  }/ Z% F/ _* m( N& b# c8 `/ h
  else            // If there are no messages6 H$ Y! q  i& {5 i
  {/ M+ w9 P, m0 }
   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()8 C" V& v% \8 c) |' Y8 G; S" X5 j4 l
   if (active)                             // Program active?. P" |1 P+ u1 Z' Q$ w+ L! b/ E
   {
3 S% Z; s2 r  l! ?+ I4 m    if (keys[VK_ESCAPE])            // Was ESC pressed?! k2 F& f( }6 e! x' \, G: w+ t
    {- j  A: q  V4 s/ M2 v$ r
     done = true;            // ESC signalled a quit+ @/ Q2 C/ O1 w  L8 m9 X3 i
    }3 g9 U0 d; I% m+ h9 @0 C
    else                            // Not time to quit, Update screen- f1 j9 j$ X* s3 o; w* S) L; c
    {5 G4 L- R4 o1 Z+ T( I& v
     DrawGLScene();          // Draw the scene# e5 V* K! n. Q: ]2 s- k# b3 M
     SwapBuffers(hDC);       // Swap buffers (Double buffering)5 G( [3 M3 B: I/ G3 C5 [: t
    }7 Y+ b+ O: x/ A* v! ?; M
   }</P>
! A: r& ~5 v4 M8 ^, r: @<P>   if (keys[VK_F1])                        // Is F1 being pressed?
6 c- |: R6 ~$ H   {! ]7 R: a0 o' b  C& ]
    keys[VK_F1] = false;            // If so make key false" O" U- P; J- N' R  M8 u
    KillGLWindow();                 // Kill our current window( Z8 r2 O- l" k: _3 }8 J* m
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode7 A9 u9 h- }( w) \5 T( U" y
    // Recreate our OpenGL window' E9 H7 ]" }* }
    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
1 a5 J8 i, E% u4 c$ `    {
. k! t! T" G! l6 i0 f( R1 w     return 0;               // Quit if window was not created! ~" H/ }! O) G  H$ Z% x4 l. e
    }
7 P# z+ ~# U# x. w   }( c: Y  G7 u7 ~* d; P, V8 {
  }+ B! U, `! A) @2 e+ U
}</P>
6 I2 Y5 x6 \& ^5 r<P> // Shutdown
( T& m3 s/ k; J( W6 x8 f KillGLWindow();         // Kill the window. }% }5 C: O/ y0 d  w
return (msg.wParam);    // Exit the program
' Y" `, N$ V3 V+ w5 P. `6 ~}. H4 {( G- {' X" l% e
//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

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    听众

    2万

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  • TA的每日心情
    奋斗
    2024-6-23 05:14
  • 签到天数: 1043 天

    [LV.10]以坛为家III

    社区QQ达人 新人进步奖 优秀斑竹奖 发帖功臣

    群组万里江山

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    <>我也支持一篇</P><>转贴:Win 95/NT下OpenGL编程原理 ----</P><>科学计算可视化,计算机动画和虚拟现实是现在计算机图形学的三个热点。而这三个热点的核心都是三维真实感图形的绘制。由于OpenGL(OpenGraphicsLibrary)具有跨平台性、简便、高效、功能完善,目前已经成为了三维图形制作方法中事实上的工业标准。自从WindowsNT3.51在微机平台上支持OpenGL以后,现在微软公司在Windows95OSR2、WindowsNT4.0中连续性的提供OpenGL开发环境。VisualC++从4.2版本以后已经完全支持
    4 K% }. K7 x. K8 R# ?! r4 P6 LOpenGL API,使三维世界的"平民化"已成为必然。5 Q) X- N: n: K- ?) V
    ----Windows操作系统对OpenGL的支持2 ?8 c( n; ]5 X
    ----具有Windows编程经验的人都知道,在Windows下用GDI作图必须通过设备上下文(DeviceContext简写DC)调用相应的函数;用OpenGL作图也是类似,OpenGL函数是通过"渲染上下文"(RenderingContext简写RC)完成三维图形的绘制。Windows下的窗口和设备上下文支持"位图格式"(PIXELFORMAT)属性,和RC有着位图结构上的一致。只要在创建RC时与一个DC建立联系(RC也只能通过已经建立了位图格式的DC来创建),OpenGL的函数就可以通过RC对应的DC画到相应的显示设备上。这里还有以下需要注意的方面:' t6 i. Q; V* T+ l8 o
    ----1.一个线程只能拥有一个渲染上下文(RC),也就是说,用户如果在一个线程内对不同设备作图,只能通过更换与RC对应的DC来完成,而RC在
    . ^: ?5 a% M" p* c) P  h线程中保持不变。(当然,删除旧的RC后再创建新的是可以的)与此对应,一个RC也只能属于一个线程,不能被不同线程同时共享。
    ) J3 N, i, A+ M9 p, I8 z% B----2.设定DC位图格式等于设定了相应的窗口的位图格式,并且DC和窗口的位图格式一旦确定就不能再改变。这一点只能期望以后的Windows版本改进了。/ h8 l: f) Y5 y8 O: B& k- m
    ----3.一个RC虽然可以更换DC,在任何时刻只能利用一个DC(这个DC称为RC的当前DC),但由于一个窗口可以让多个DC作图从而可以让多个线程利用多个RC在该窗口上执行OpenGL操作。
    + f. O# I2 a' f) {+ b----4.现在的Windows下的OpenGL版本对OpenGL和GDI在同一个DC上作图有一定的限制。当使用双缓存用OpenGL产生动画时,不能使用GDI函数向该DC作图。  S, s) W  F& [
    ----5.不建议用ANSIC在Windows下编写OpenGL程序。这样的程序虽然具有跨平台的可移植性(比如很多SGI的例子程序),但是它们不能利用Windows操作系统的很多特性,实用价值不大。
    + `* m6 g7 R  w8 A9 E: h</P><>----用VC来编写OpenGL程序
    2 S) B, O. l, p0 P5 G4 r7 t, d  a8 @' q' y
    ----经过上面的分析,用VC来调用OpenGL作图的方法就很显然了。步骤如下:) o) p9 W6 M  S# [0 i

    $ c) [) O1 L$ N6 p1 F' _0 B----1.先设置显示设备DC的位图格式(PIXELFORMAT)属性。这通过填充一个PIXELFORMATDESCRIPTOR的结构来完成(关于PIXELFORMATDESCRIPTOR中! s5 k6 f8 w, z: f7 I! c+ \7 C* D" [3 g
    9 b( T2 x6 W1 u
    各项数据的意义,请参照VC的帮助信息),该结构决定了OpenGL作图的物理设备的属性,比如该结构中的数据项dwFlags中PFD_DOUBLEBUFFER位如果
    1 t0 G4 o- F$ X9 G4 N$ o& y, ?2 y0 |* r! b9 v$ m! ]& _
    没有设置(置1),通过该设备的DC上作图的OpenGL命令就不可能使用双缓冲来做动画。有一些位图格式(PIXELFORMAT)是DC支持的,而有一些DC
    . _/ S8 A! ~4 y% o' }. l
    , {% E( ?6 ]/ u9 @0 y就不支持了。所以程序必须先用ChoosePixelFormat来选择DC所支持的与指定位图格式最接近的位图格式,然后用SetPixelFormat设置DC的位图格式7 ?# W, \5 z5 _$ D% [

    ( V" Z( ^3 D- A1 z7 w. j
    / J/ S7 P% {) F- N' {8 ]' f1 L9 d
    ----2.利用刚才的设备DC建立渲染上下文RC(wglCreateContext),使得RC与DC建立联系(wglMakeCurrent)。* l" A8 K. w+ J% E' h
    , b/ M. J" ?) Y2 z% f
    ----3.调用OpenGL函数作图。由于线程与RC一一对应,OpenGL函数的参数中都不指明本线程RC的句柄(handle)
    % T8 O! J7 c; i& f; _- x6 Y& w9 \6 G! y! ]
    ----4.作图完毕以后,先通过置当前线程的RC为NULL(::wglMakeCurrent(NULL,NULL);),断开当前线程和该渲染上下文的联系,由此断开与DC的
    . [- Y1 U. P' ^* L( p
    2 g0 w/ n: E/ i) }4 W联系。此时RC句柄的有效性在微软自己的文档中也没有讲清楚,所以在后面删除RC的时候要先判断以下RC句柄的有效性(
    9 h8 Z' L, V: r+ ^- u+ Z; ~4 B2 v: c8 r+ A6 a1 T& `7 i- b
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC. Z; b2 o. s, ^0 T: M) W; x

      o$ c4 C( a* ^# \; [1 q----所附程序说明
    , J( ]3 B& _: Z) _0 H- f2 \8 L; \% q
    ----所附的程序用MFC完成了一个简单的OpenGL作图,用OpenGL的辅助库画了一个有光照的实心圆球。OpenGL本身的函数这里就不解释了,仅对用+ [5 q6 }0 q/ B5 q' R

    $ h! F" S$ [; YMFC编OpenGL时需要注意的内容做一个简要的说明:
    * X3 g9 f' l2 q  v& a1 K$ u
    9 d8 `8 j7 k& g; e9 ]----1.一旦设定了一个DC的位图格式,该DC所联系的窗口的位图格式随之设定。该窗口若含有子窗口或者有兄弟窗口,这些兄弟/子窗口的位图格式( s) S1 I3 c* l  ^! ]& u1 j& `
    8 g( ]  F' ~& P+ r  o
    没有设成与对应RC一致的格式,OpenGL在它们上面作图就容易出错。故而OpenGL作图的窗口必须具有WS_CLIPCHILDREN和WS_CLIPSIBLINGS风格,程) I$ M. o9 o2 ^" V- b; P" E

    4 U9 X8 Z4 o" x$ T序中在主框窗的构造函数中用LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,NULL,NULL);指定了主窗口的风
    + X/ {: \+ ?# E$ Q! C
    0 O& ]# u0 X, J8 l" L  a$ g  N4 y# p格。, f3 @' ]; N- N  L
    6 f& l/ I* l, p5 X# i3 ]5 ]& ?
    ----2.在ANSIC的OpenGL编程中,由auxReshapeFunc定义设置OpenGL视口大小和作图尺寸的回调函数。在MFC中应该由WM_SIZ消息的处理函数来完成
    % d8 x9 l+ C' N1 m% e$ b" t3 S( {) ~* e" u2 g
    。在ANSIC的OpenGL编程中,由EauxMainLoop定义作图的回调函数。在MFC中应该由WM_PAINT消息的处理函数来处理。相应的,由OpenGL定义的键盘
    ) m, b; H; g! p8 ^, H6 G$ O
    $ T( `. B$ i9 {6 Q# v; ^  I、鼠标处理函数都应该由相应的Windows处理函数来响应。
    & `1 V; G! |4 v5 ^' ]0 b7 j' j  `2 P
      {! [* t; D  x0 m/ j----3.OpenGL自己有刷新背景的函数glClear,故而应禁止Windows刷新窗口背景。否则,当窗口需要重画时,Windows会自动先发送WM_ERASEBKGND
    ' `) l4 ^4 _6 R$ Z
    $ B# q+ i4 T: c0 w+ U1 z4 Z: m,而缺省的处理函数使用白色的背景刷。当OpenGL使用的背景颜色不是白色时,作图时有一帧白色的闪烁。这种现象在做动画时特别明显。程序中$ G! J2 V9 @" a

    ) J: Q: ^# l0 M) h7 L* t+ @只需要在WM_ERASEBKGND的消息处理函数中禁止父窗口类的消息处理,简单的返回一个TRUE即可。
    7 N6 H* p9 C6 v- o9 ?) R$ z5 m1 L3 \  I! h
    ----4.由于OpenGL的跨平台性,它必须用操作系统的调色板。所以如果GL_INDEX_MODE作图时,必须用VC自己定义调色板。不过一般情况下,用) Z- K) o! ?, _% M/ O  r; D6 [

    . R/ j( ?* \* X$ A6 S' B# GGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。7 P% K, G. x4 R' X. d
    9 h, }* C  O! }9 W) u/ @
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。1 a! r, F+ ]$ O% ?
    + h* @+ |. O5 n  u  d% S
    ----6.由于OpenGL作图时需要长时间占用DC,所以最好把作图窗口类设成CS_OWNDC。MFC缺省的窗口类风格中没有设这一属性,程序中在主窗口C++1 E% F& B8 ]# _" X  J3 }
    * r9 E( J9 ^4 H) ~# I
    类的PreCreateWindow方法中自己注册了一个窗口类,除了设定了CS_OWNDC属性以外,还设定了CS_HREDRAW、CS_VREDRAW和CS_SAVEBITS。设定
    2 t$ ~# [. @; l( B0 L7 {  n  ~' r! |4 ^4 o2 [7 u& q* k
    CS_HREDRAW、CS_VREDRAW是为了让窗口缩放时产生WM_PAINT消息,修正OpenGL视口和作图尺寸;由于OpenGL作图需要很多计算,设定CS_SAVEBITS是  y- }) @, H6 U/ z6 F, U
    . j8 W! b: i& e# m% Y$ ^( o
    为了在OpenGL窗口被遮盖后显现出来时,不产生WM_PAINT消息,用内存存储的图象来填充,从而用空间消耗换取计算时间。
    1 v9 F: G+ y$ V! ^' C# b) C% [4 b% X, u4 e$ ?5 t$ D
    ----7.本程序中没有对OpenGL函数的出错情况作出处理。OpenGL出错后返回错误码,不会抛出异常;而且在某一个函数出错以后,后继函数也一般
      d; J: C+ K. C& z7 ?; ]2 g7 ]3 g& G
    3 ?; |" F  H$ }$ y% X+ ?* Y$ ?不会出现异常,只是返回错误码,一不小心就可能忽略某些错误。而对每一个OpenGL函数都做出错与否的判断比较麻烦,所以编程序时对OpenGL的
    ' g& n# G! G3 D) C$ V6 x% Z0 K
    # ~* l$ b5 g/ x  V函数应当非常小心。
    ; J$ R( V+ _( E7 n+ }# S. @$ C, D5 D4 ]+ H
    ----参考书籍:, r5 K) I4 ^& x
    4 c  \: N2 p. y, _! t% [+ \9 E
    ----《OpenGLProgrammer'sGuide》SGIinc.
    , ]* K8 f& u$ d) o, W: Y9 G+ d
    0 Q5 \5 U0 v- n) l) i2 u6 _----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    ' \' ?  A5 W0 F' b
    : N: q3 O$ F7 |3 S3 U----《VisualC++5.0联机帮助》$ q, [  J* T/ H3 L: a' O* Z! i
    ! w9 P/ d; K3 C
    ----附程序:
    . C: g5 ^, b5 Y# V3 d. I
    / W, ?+ N2 |9 A9 g: g----程序运行时必须确定OpenGL32.dll、glu.dll、glaux.dll在Windows的System目录下。如果找不到这些文件,可以从Windows95OSR2的机器上面. Y/ U; [- d0 l% b# W
    ' S- }( y, k7 a3 F: m  u
    将这些文件拷贝过来即可。OpenGL运行不需要注册库信息。在VC的STUDIO中运行程序时,工程文件中必须加入OpenGL.H、glu.h、glaux.h以及7 G& ]$ w9 C& r' w( u: X

    , c  r* Q, `! O- [; h" XOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。4 ~8 f# t6 W! C! }; u7 t: S3 Q5 B

    + Z$ D0 X1 r2 O# S----主窗口类定义(OpenGLWnd.h):
    4 e0 d2 X3 _* ?  k
    ( j' ]3 v- m/ o0 `; `: M6 F9 Q: Qs#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    " C  W# y7 O1 F! V_11D2_9ACA_48543300E17D__INCLUDED_)  g' ]- |% g: }* I
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    ( \$ n/ J) U% R. B_9ACA_48543300E17D__INCLUDED_
      j, l# V0 C+ I1 h' _" Z/ _9 p$ J
    ; W6 O# |4 p* g" ]#if _MSC_VER &amp;= 1000
    / d& E7 T* m& U0 d) P  J, d#pragma once. M; C" o% s( ]  C2 Q6 Y1 \
    #endif // _MSC_VER &amp;= 1000
    . d/ V. V$ [) @- h8 b$ p$ a! @' B! \: r
    #include &amp; afxwin.h &amp;0 }( {# B- D3 M' R
    #include "SimpleGLApp.h"
    7 h  b% [7 e' j% F# H#include "resource.h"
    0 @# B) I8 S  B// OpenGLWnd.h : header file
    0 a) P4 ], k% r0 S( p8 M. t: R7 ?//& j8 ~5 N+ {0 _% g2 y; y* D- [
    ///////////////////////////////////////
    $ E4 I: r4 h3 C//////////////////////////////////////. o( i( F/ B2 E  ~' }) M% E: `
    // COpenGLWnd frame+ j+ E" w, L  z" C* O9 q" Q. W

    4 W( o! _# e# e( sclass COpenGLWnd : public CFrameWnd
    ' d/ X% {$ W: A* q0 u) C0 ^{5 b+ z1 w1 A6 ?  n" C. d
    DECLARE_DYNCREATE(COpenGLWnd). C: W: H+ p1 T. c4 b+ L
    public:
    . U( X$ s+ ^* i- _+ f. f0 T2 UCOpenGLWnd();&amp;&amp;
    : d8 ]# |! T  j// protected constructor used by dynamic creation4 J8 r% h, C' `
    protected:
    / E3 T6 W( |( Y  tHGLRC m_hrc;' m5 S6 ^+ B( |7 }
    CClientDC *m_pDC;* }$ d( _2 Y8 j+ ~' X9 k0 D3 B* Y" s: L
    // Attributes6 Q2 N* R3 N0 b' W2 R/ M
    public:
    1 @2 r( p" l% Q' e4 D" A* K6 |+ F' o  t' s+ n9 r, e; S; Y
    // Operations1 O, O+ u4 ~# Y& L8 V/ J
    public:) j: n6 I+ I# i% V! j

    % P4 A1 T$ e3 u// Overrides
    2 j1 y/ f8 q1 z) s. }// ClassWizard generated virtual function overrides6 X4 n8 T& j9 G% j% O8 a1 R( Z. P& z, o5 S
    //{{AFX_VIRTUAL(COpenGLWnd)
    3 A, W7 X1 x/ q( n; b) |. Cprotected:
    " f" M  b7 \9 bvirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);& c% y( x$ n, L  a# u' y# X; l" C
    //}}AFX_VIRTUAL2 s: U1 s8 t  g3 Q
    : w- H! ^0 U% [* `: Q
    // Implementation
    , b4 S$ Y+ n; w; rpublic:! [) l- e* y# |5 h
    virtual ~COpenGLWnd();  [9 ^- }1 r1 U) {
    1 ]! T. d8 t/ }% T2 W. r/ m1 V, p
    // Generated message map functions
    ; A6 x* e% S/ `& {//{{AFX_MSG(COpenGLWnd)1 d5 w1 c. k% U! [) P& G( t/ j
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    . X" E4 F4 o0 r5 _afx_msg void OnSize(UINT nType, int cx, int cy);
    7 T; f. l+ d: ^- H, w  |2 Xafx_msg void OnDestroy();
    $ a: K" I( B4 w$ W$ Y2 Eafx_msg BOOL OnEraseBkgnd(CDC* pDC);1 ~8 k4 C- H; M5 z1 }% z" n" |
    afx_msg void OnPaint();+ k9 a! i0 c, H9 E
    //}}AFX_MSG
    1 m/ v: {8 p0 V8 l8 cDECLARE_MESSAGE_MAP()
    3 c  ^6 T/ B! ]3 [3 p};
    ( P2 V8 E) }/ ]; a  C3 p
    : f, V9 s; \6 F0 C- C) K///////////////////////////////////////
    9 a% R5 P3 H0 w- r' a) a//////////////////////////////////////9 c/ [* w$ G, j- R2 U
    " d- d: B3 b" X* R2 H# b0 L
    //{{AFX_INSERT_LOCATION}}( A1 p: G, Y0 h# m' }% @
    // Microsoft Developer Studio will insert
    ' t9 ?. Y% N: n1 N( M$ {5 cadditional declarations immediately before the previous line.# i, c4 V: B: ~. \4 _4 M
    - l1 y2 x: f. ?
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
    7 Y; T" T' z1 `- g) S0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    ) v6 Y/ V# C9 O: o( T5 e9 m6 R) a& v主窗口类的实现(OpenGLWnd.cpp):8 e) ^/ o! b8 R/ }3 ~
    // OpenGLWnd.cpp : implementation file
      x( u- W- f" g8 u3 S5 t0 R//
    3 F* C: p/ V6 C. _  @4 x% p
    ( X& B2 _5 P' O6 e# U% n7 ^+ H1 |' i#include "stdafx.h"
    9 ^$ w: u8 @$ ^' T7 `#include "OpenGLWnd.h"
    6 V4 W* Q4 {, v) @; k#include "SimpleGLApp.h": |/ y. z! @. L  l$ X* |, W" p; k
    #include "gl\glu.h"; n0 H) P8 ?$ _( V' j- d/ _8 R
    #include "gl\gl.h"
    . Q. j& o% o7 M3 }, ]) M% {( e. O#include "gl\glaux.h"
    : T3 y& ^, a+ V/ y  u+ Q/ y5 p9 h- G9 ~, t* w
    #ifdef _DEBUG5 ]3 ?8 R0 F, S, N0 z. n- X
    #define new DEBUG_NEW
    1 h! e# n3 T" x- ^6 A#undef THIS_FILE6 B& R3 _$ U4 s/ J' V% n- H
    static char THIS_FILE[] = __FILE__;
    ) L, g( n8 e" i# ^5 F! O#endif
    $ o$ w6 ~# b5 d5 q' J2 t3 ]
    0 \' ~- {5 X* C% ?8 f0 J+ S///////////////////////////////////////
    ' x" t: |# n- A4 y4 q( ~% M//////////////////////////////////////( ]8 p. q/ v8 Z$ M* I/ y% h& M
    // COpenGLWnd  w0 ^4 _8 D( }& ^, P3 H- f

    1 D  d- E8 W) B$ Z4 hIMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    % V0 ^7 R$ r) q& k$ T( U5 j0 t9 M) F) u1 Y5 {# n9 D
    COpenGLWnd::COpenGLWnd()
    ( K* O. V. l) ^; N4 A{, O. y: @. n7 E3 d: O
    m_pDC = NULL;. ^( |; W3 O, ~+ b& I+ a
    m_hrc = 0;
    + w5 @' {6 Z! L# i" u" uLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW' o0 y9 k& K% y& N/ ?9 W, ~
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    " g9 p8 [/ k' t1 w1 _% c/ _,NULL,NULL );
    ( K9 X" u0 e( d' ]% v}$ f/ X$ Z, `! J, x

      B( t5 r. D; D5 D0 DCOpenGLWnd::~COpenGLWnd()
    6 o4 _& O( Y8 w{# k4 E- R  L' @# H+ ?
    }- A9 e% a; i: F5 c4 P, o; r, Q. [  C, L

    & O5 G) C% p# H) h8 t6 x6 T! L! e- m9 d
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)! r) N2 `: d+ G, X9 U( D
    //{{AFX_MSG_MAP(COpenGLWnd)$ n; d( r: o. V" p+ D1 v* J
    ON_WM_CREATE()8 n7 {: w0 B: j$ |6 v
    ON_WM_SIZE()4 e: @' g: a0 d! \& p; y+ A
    ON_WM_DESTROY()
    0 d+ U5 L  h' V$ b9 g; f. F  t; `. ZON_WM_ERASEBKGND()
    ' t6 S$ |) T* S$ z# X9 gON_WM_PAINT()
    ) C9 K7 D8 B3 w$ J& F" z' B8 z4 k+ @//}}AFX_MSG_MAP7 \! g& o( G, i+ }, O2 e- y8 V
    END_MESSAGE_MAP()2 n7 K5 v7 J( u; z# \& u
    ' [2 ?9 Z- h" a
    2 F4 P* }" z1 T/ c5 t

    4 d9 Y  }/ }/ F7 @7 T. yBOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 9 U& ?; J2 |+ v4 W
    {2 h) r' r5 g4 ]. q. r0 ]6 ?9 ~5 B
    // TOD Add your specialized1 ^) Y" X/ Y- `
    code here and/or call the base class
    - o1 h6 B5 Y0 T. Ucs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    5 R8 e5 T" C/ l5 n8 C7 w7 D2 b8 lCS_HREDRAW |
    5 p4 v4 e# _7 A8 U1 Q+ BCS_VREDRAW |) Y& b2 |1 _5 {- Q7 ]
    CS_SAVEBITS |: g& Q2 h+ ^- n8 B
    CS_NOCLOSE |
    3 b: C- s% z! r7 a+ r, S&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC# x  V. b+ Q' q# F3 W4 V" d' M
    ,AfxGetApp( )-' z4 c- W! w# @% u7 x$ t( Z
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,
    * Z2 Z. T5 \! z" g: yAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    * w7 Y9 Y: w$ J2 \return CFrameWnd:reCreateWindow(cs);
    2 I" `, D1 ^) v. n1 e}
    ' c1 w, T( a6 I; z# J9 D, Z7 B5 j& Y- C
    2 _: n+ d2 G/ \2 O* [
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) % w! [" p4 i; X: t$ s
    {
    % ~! h+ V2 ~% D- Xif (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    , Y: }* u: o! u1 qreturn -1;1 ^) O! z$ C2 |& B4 F9 y: b* [

      `2 M# D8 k$ ]4 _; T&amp;&amp;&amp;&amp;int pixelformat;
    7 e6 ^2 V0 K3 Z; D, }) \2 X& f5 W& \' K9 C* q) r' L( h
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
      c! R2 [4 R% g1 m" W% D+ K# sASSERT(m_pDC != NULL);
    $ ~; t$ K. T* r# L( V% e
    / p- J" t# ?$ ?: g9 ?static PIXELFORMATDESCRIPTOR pfd =/ a2 \$ C9 f& [& q
    {# G! a" ]$ S1 O) Y8 [' c7 l; q0 R
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    8 G) h$ D8 _& `1 {&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;1,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//固定值
    + K4 j4 \0 V7 b# Y3 @&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window2 v. V! ^# w: e3 A
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    7 B2 h8 _' Z, D9 Z8 |4 Y  M&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_TYPE_RGBA,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// RGBA模式,不用调色板
    & A* {8 C0 X2 `  U# E&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;16,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//程序在16位色彩下运行3 D& ?  I6 s; g5 |0 J+ m+ o. W
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// color bits ignored
    $ ^" q/ l. O4 y  U5 `. r( u&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no alpha buffer
    ) ]* n4 F  d6 F$ d&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored( s6 b8 e9 R) G( p
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no accumulation buffer" G9 {2 B  p5 i# c; H: P6 C+ f
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// accum bits ignored+ s/ V& n- x5 \- P8 k3 T
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;32,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// 32-bit z-buffer
    2 ~( J/ Q- R' B9 E! [! Z4 p&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer9 o% J, S: f5 y4 O" |$ [0 p
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer
    " @* j2 M% f" `&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_MAIN_PLANE,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// main layer
    + `7 W8 _8 @6 U7 P$ U&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
    " b( f, Y+ x, t&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// layer masks ignored
    + \7 e! |1 H/ H&amp;&amp;&amp;&amp;};
    ' M3 f7 M- t% c/ N8 s3 n( e1 _  @! U+ f
    0 ~* g3 r$ Q; @' i: T3 O* V# G
    ! E- }6 D( _5 ^5 l& a6 p- kif ( (pixelformat = ChoosePixelFormat, Q3 X/ ~! `2 B5 A% q
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )0 w) L/ T2 d  Q( S
    &amp;&amp;&amp;&amp;{
    9 H/ h. @7 r4 l( a. O6 z' N&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("在该DC上找不到与PFD接近的位图结构");
    3 ~: |, X! x4 I- a&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;( S8 w+ F  H  P9 ]9 V0 V3 P
    &amp;&amp;&amp;&amp;}
    4 q% F8 @- l/ g2 m2 m# j
    3 E! o9 Z6 S  K" d2 D  `$ nif (SetPixelFormat(m_pDC- &amp;
    $ B# z$ @0 ^. i6 fGetSafeHdc(), pixelformat, &amp;pfd) == FALSE)( e( W$ t9 ]9 L0 x* N
    &amp;&amp;&amp;&amp;{. ~- j2 X; n; Y$ k$ t) T/ \" r
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");7 c- I1 V' ?" ~7 k" _# A
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;* T* J% b' W% ]5 a$ F* `6 p" t
    &amp;&amp;&amp;&amp;}
    - M0 b  v$ }: o! y&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());3 N8 ~2 `  |, m, ]
    &amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);% O0 A0 u& x, {8 V9 `
    , W4 y. q* B7 @9 o5 J, O5 H
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);
    ( v. a9 e; T( G&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
    # Z$ Z! p7 o0 z* ~3 L& p
    5 \  u* o/ t: O. m3 n
    ) ?8 c2 a6 V& L* d! ]; \1 I) L&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    6 a- o8 J5 M- T. g7 n, R&amp;&amp;&amp;&amp;glLoadIdentity();% O& z9 a1 f5 ^3 b9 g8 v
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    ) L$ U0 ]/ F0 i  G  `* O4 F" _2 r9 Q
    return 0;//OpenGL窗口构造成功" h+ M, S0 t9 X# g8 v1 ]
    }! i4 t6 j7 V# Z$ C- i

    3 k8 O3 a2 g8 \% M- f3 Z- nvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    8 \, \4 o! s, o6 Y{" G3 {' h  A. V0 k3 j3 E/ O; Z
    CFrameWnd::OnSize(nType, cx, cy);
    ' s' U) J) M% j: Q+ a% T. s! l
    " |) j6 G! L7 f# N0 o6 o// TOD Add your message handler code here
    . Y5 ^% [/ _& L. g3 ]  E+ H&amp;&amp;&amp;&amp;if(cy &amp; 0)
    " U/ N' K0 x+ K! z1 e9 p1 Y4 D&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    % o$ X/ O- Q; \&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);, N  N7 k4 `9 e/ H/ s9 h
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);/ x. e7 u  m  Q. p
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    " u! t4 R+ S; f$ L+ \if (cx &amp; = cy)
    . o  K. E9 S1 v: w  u7 J$ ?&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,( ?) w% s  a! A& W  p: t( \
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    , x% @! x$ h% Kelse
    / C7 C; t- h, ?2 W7 x3 pglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    % i4 J$ x8 j8 F# }2 J3 }  S3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    5 |; l8 y( A% y1 A5 Q, `* ?&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    0 _2 M/ q9 b& A7 U( I1 U6 a; G&amp;&amp;&amp;&amp;}5 W7 {' j2 a+ D" W( e$ {2 d
    }
    : I) F5 F1 I4 q. B: Q, c/ Q( |) u
    $ h+ N9 S& S1 Z7 l- T% Avoid COpenGLWnd::OnDestroy()
    * ^. j4 c7 t( w# J6 u' B) Y6 g{5 o. u$ |' K- n! i& q. l
    & k: p) |6 v' l$ c2 U: @
    CFrameWnd::OnDestroy();
    4 \! _7 a/ X& [" x! P&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
    ' o8 d* r: K4 d: w: n/ r&amp;&amp;&amp;&amp;if (m_hrc)) q9 c+ f2 J! s5 |
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);- i4 r2 z2 d- N: d5 ]# ~) D) M
    if (m_pDC)' \0 K! i, ]0 v* ?9 C8 t& n
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;: I2 ]2 G9 J  q* ^  B9 a% |3 C2 _$ i
    // TOD Add your message handler code here
    7 s' R) [2 {4 d" f4 o}
    $ W- g9 b2 A4 \6 v
    1 ?; ~+ c' _' O6 FBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) ; K: ]" X/ p* j5 z' p
    {$ H4 n. V/ u; m7 b
    // TOD Add your message
    . ^% }+ @# S' i9 K- V+ Ghandler code here and/or call default
    & [  x7 ^' X9 U' A% creturn TRUE;- o8 V: x6 L- V# c8 X
    //return CFrameWnd::OnEraseBkgnd(pDC);
    9 A0 G/ J  p; G}
    & t/ f2 }, I7 t: e' L3 t' U8 r8 x  X! T
    5 [+ D( E2 v# a5 yvoid COpenGLWnd::OnPaint() 4 b/ v9 P# M& k& }; `
    {$ E( T* ?" V+ B- {% [$ g! s. v
    CPaintDC dc(this); // device context for painting1 V) ]; p; x9 w# w. c$ y8 i) \
    & L. B# m! r- b1 x4 B& [) g% M' z
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};+ c$ U1 I/ G9 _: x1 \0 A
    ( X( P' w2 }" j
    // TOD Add your message handler code here. [/ p# z/ m5 }9 \" u# u
    & z0 s" Z  I4 {$ c5 r, l! n0 ]- v
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);. W9 L1 X  H' @, O3 B8 M
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);1 ]2 h8 h, e7 P) Q! C
    + }1 W4 `, A. H) @) a, o
    &amp;&amp;&amp;&amp;glPushMatrix();
    & m' \. ^3 m! T% x$ ]
    " H6 q- w# S6 m) _&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);8 `& e+ h) W% M4 E: q+ \* }$ Y
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    4 r  B0 B9 G' k) A. nglEnable(GL_LIGHTING);+ t9 i, i" N2 x% B# `# D
    glEnable(GL_LIGHT0);! n5 a; d1 R: ^2 M( H+ S4 N- Q2 S
    glDepthFunc(GL_LESS);! N% L( y$ Y* \2 [/ a% o, {
    glEnable(GL_DEPTH_TEST);
    ; X& @% ^7 b' ~" G4 D5 H1 HauxSolidSphere(1.0);
    . k7 t5 E/ v, j: O% z* v1 `' ?$ F% R7 l1 B: B7 \) h' p, _
    &amp;&amp;&amp;&amp;glPopMatrix();
    ! w* c/ a$ F3 F6 S' H5 R! u
    ; b$ e: {, u: z0 ^5 `+ ]&amp;&amp;&amp;&amp;glFinish();
    & h* N8 f7 `; c" W4 V" s. l8 _7 _7 _; _% a
    // Do not call CFrameWnd::OnPaint() for painting messages7 {3 s" ~) f! a4 ^
    }
    # z9 r7 Q: i* i' f' h应用程序类的定义(SimpleGLApp.h):% w0 L2 h$ f7 c/ B
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    + y; ~3 C1 i7 R: G1 M_0E70_11D2_9ACA_48543300E17D__INCLUDED_)2 U9 U7 j# E- i5 L% ?6 G- @& m
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E707 N9 b6 g9 E# m: R
    _11D2_9ACA_48543300E17D__INCLUDED_7 ]1 ?. X; n) P0 ]

      u" Z: y2 \. |4 M: N4 d#if _MSC_VER &amp;= 1000
    1 D& ~( q* m4 f1 J4 `#pragma once
    - s6 A& l( J3 q( f" c& S#endif // _MSC_VER &amp;= 1000
    / m0 N, V4 S: \4 Q9 {// SimpleGLApp.h : header file+ I7 [, L, b2 t, o' H& `( V
    //
    0 ~: T# V* T0 W9 h; J2 G& ^#include &amp; afxwin.h &amp;/ \8 t# o: `1 n0 E
    #include "OpenGLWnd.h"
    7 G, ~# z! p7 I+ d#include "resource.h"
    : K0 o- o( H+ w% K' b( t/ y7 D# F6 @" I6 d: j
    ///////////////////////////////////////# S5 e. f, m) |1 k
    //////////////////////////////////////
    ! i* G. y$ q  z2 {& d3 X6 U" M// CSimpleGLApp thread
    4 \% Z  B0 W) b" U, n' Y
    6 z' }. P, q- O. H; F% Zclass CSimpleGLApp : public CWinApp, B- H& `& m; m! }; z
    {
    0 K! A7 a% e+ V. h6 U* g1 ADECLARE_DYNCREATE(CSimpleGLApp)
    ' N" G  H' w1 C; B  `0 w9 p, @* Gpublic:
    6 l' i, o9 \/ [: i; e: I, E+ B1 N6 b4 _CSimpleGLApp();
    1 B, M+ R8 l: Z( p+ B&amp;&amp;&amp;// protected constructor used by dynamic creation6 L" z0 T# a2 J* _# t' Z
    ! L2 p7 l1 j" U% x9 R; w0 }, I
    // Attributes/ Q' U! s9 R! `* _0 Q! \+ j9 m% V0 ~
    public:
    2 r  b- J  h4 q  s
    + c( q# d) [8 Z// Operations
    ' D" s* V! D+ C# {& rpublic:
    * k1 p: H! \6 l8 x5 m
    6 k4 p5 E1 k) c( ^// Overrides0 m4 b) `( k& f; w) Q' u
    // ClassWizard generated virtual function overrides
    # b7 L$ ~+ `5 r& P  e+ U//{{AFX_VIRTUAL(CSimpleGLApp)
    : F: E) d0 V( Rpublic:
    ( L6 S5 k- x: `5 O2 xvirtual BOOL InitInstance();
    & [* M5 O% e0 y) C+ K( O9 e9 svirtual int ExitInstance();
      Y# ?* _0 t* a7 P3 a* X, z- F8 J, S//}}AFX_VIRTUAL
    % V  @  i2 S4 N1 F1 j
    1 e; T. G1 p% V! G6 U! z# x// Implementation
    " X$ p6 O9 {* |# _3 z( ?" Apublic:, a" T8 v3 z" P$ `  [! U
    virtual ~CSimpleGLApp();) j$ J1 K: O7 m. d) O

    , l5 z5 `  X8 f// Generated message map functions
    ' q, u) ?$ C6 ?6 Q5 K& m, T//{{AFX_MSG(CSimpleGLApp)
      S& s  l/ P8 N0 h8 c+ o# Tafx_msg void OnAppExit();
    $ u- ?: S9 K9 x8 ~1 H  R//}}AFX_MSG
    5 ?$ H# g7 q* f2 ^% Q9 ]9 f. Y+ T3 o/ L4 {( U- _
    DECLARE_MESSAGE_MAP()7 _% Z& e! y  J5 O. c0 ^% p& L. N
    };
    ; v5 B1 M; e0 j9 k0 I
    ' v% q9 n, M5 l& u# V! E, ^" @' n! s///////////////////////////////////////
    * G7 E* ]: ]; C  a4 ~//////////////////////////////////////
    " ]9 f( T$ u! g7 W
    5 @" E: W( {- m$ {) g6 n0 a//{{AFX_INSERT_LOCATION}}! b' Z  _; O8 W/ U' G
    // Microsoft Developer Studio will insert
    * _/ U8 J5 U9 m2 `4 J5 E8 \# Madditional declarations
    ; f" O% a/ q2 y5 _% [  H: s6 [. p/ limmediately before the previous line.
    6 O2 U7 c( A/ l) w5 j/ P7 u3 J5 a) T/ N" d  E
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_5 ]  |' n6 v. A. _1 E8 i# i: ~
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)2 w( m8 n) w$ s2 }  e' h
    应用程序类的实现(SimpleGLApp.cpp):
    1 V/ ?/ L( |( L# j2 x// SimpleGLApp.cpp : implementation file
    ) r+ F5 R/ f+ ?+ ]5 t0 S//$ w2 P% C2 w) ]# I- k; f# z
    ; E$ B+ g  a/ k" k! o; u* k; E4 S2 _8 ^
    #include "stdafx.h"3 I7 F+ X# h3 z5 j* a- U/ J0 u
    #include "SimpleGLApp.h"
    8 D) J! v% D' d% t#include "OpenGLWnd.h"- F( S( O9 g; K

    . O3 e" G& U( m+ d6 T7 D3 D  U* @#ifdef _DEBUG9 ^( [1 W" C; m8 s7 }
    #define new DEBUG_NEW
    1 {9 M3 T) S) C5 p, Z; d$ {  Q#undef THIS_FILE; x2 W* ]. @2 P3 I6 h" i
    static char THIS_FILE[] = __FILE__;
    ( Y5 V, J: j# N4 d#endif& m# w/ n/ {/ O2 [! n- \

    # }2 P! C2 n% j9 l///////////////////////////////////////& U* P8 x; m6 D- H1 s) f) W
    //////////////////////////////////////
    " X- P; Q2 w4 s+ X: S. o- ^$ m. u// CSimpleGLApp2 A* b. b' }$ V* Q$ I
    ; y3 s8 l7 h  \0 {" D9 Z
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)9 n+ f5 R) n1 [# P/ |) e# t
    7 Q" K1 H9 y; A3 B3 A
    CSimpleGLApp::CSimpleGLApp()" @" [% h9 r, d" l8 }& [: [! i
    {
    ; ~" {4 t3 C/ \' N}
    1 V( v& i. v8 m; W# }7 m6 W' h
    CSimpleGLApp::~CSimpleGLApp()
    4 q  f* x) {0 i4 d% Q{) s0 M7 T+ e! H: S. y. e; ~
    }, h% J% }5 F/ S$ d4 M% q4 Z8 j9 u
    7 {, O1 n, B' `$ V1 a* V) D( v2 Q
    BOOL CSimpleGLApp::InitInstance()8 k) A) \5 y, z! R2 O
    {# X  ]' O, s: a( A
    // TOD&amp;&amp;perform and per-thread initialization here
    / O" Z" l6 x* V# Wm_pMainWnd = new COpenGLWnd();. f6 N  U0 [0 P$ L2 O" C
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    ( K) R& ~% j6 M7 {8 Dm_pMainWnd- &amp;UpdateWindow();: u4 ?" u2 V6 L
    return TRUE;
    # s: ?& I  T; p' i' {}
    ! A. [& E1 w  [% Y# `( S- J2 M9 x) B( z8 \3 J
    int CSimpleGLApp::ExitInstance()
    0 p  l$ @* R# X2 M' K{' ]- Q% M" W, d$ f/ @$ k
    return CWinApp::ExitInstance();* y3 [+ ~: `4 d1 g( D
    }0 |$ |" v/ R+ g( l8 O7 q
    / P  X6 j2 ~% ?: O! i0 `/ ]# `
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    $ q: k- f5 W; m; z//{{AFX_MSG_MAP(CSimpleGLApp)# Y; S6 |& F  b
    ON_COMMAND(ID_APP_EXIT, OnAppExit)( @9 {: @3 V7 ^- t# N3 ~! ~8 t8 [
    //}}AFX_MSG_MAP% p% a  `* `+ ^3 x
    END_MESSAGE_MAP(): Y+ Y$ o- x5 |/ e4 i

    1 m3 i- t9 s( F5 a1 X0 `$ J' M///////////////////////////////////////% r3 ~; }  V( l$ R
    //////////////////////////////////////! ?' {6 ]2 ^3 P8 F" l
    // CSimpleGLApp message handlers3 \- n3 B& S1 M7 ?; P1 |
    void CSimpleGLApp::OnAppExit() , m0 G) i4 h; Y9 m
    {4 N% j: \% H. B. M1 \% t6 N" D
    // TOD Add your command handler code here
    # ]2 s$ E& p' D0 w! A6 l& PCWinApp::OnAppExit();# R( ]8 y) \6 ]. E6 A- G' K, d" `
    }: e- }* u0 Q2 m+ B

    2 ^( Y/ D5 [- ]0 x' Y# uCSimpleGLApp SimpleGLApp;</P>
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